SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Humans-in-the-loop: Gamifying activity label repair in process event logs
16 references·0 citing·38 second hop
Humans-in-the-loop: Gamifying activity label repair in process event logs (2024)Humans-in-the-loop: Gamifying activity la…The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)The effect of challenge-based…Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Does gamification improve stu…Knowledge sharing motivations in online health communities: A comparative study of health professionals and normal users (2017)Knowledge sharing motivations…Process Mining (2016)Process MiningHow gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Event log imperfection patterns for process mining: Towards a systematic approach to cleaning event logs (2016)Event log imperfection patter…Actionable Gamification: Beyond Points, Badges, and Leaderboards (2015)Actionable Gamification: Beyo…Self-Determination Theory (2012)Self-Determination TheoryReality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Handbook of theories of social psychology (2012)Handbook of theories of socia…From game design elements to gamefulness (2011)From game design elements to …Motivations of Wikipedia content contributors (2010)Motivations of Wikipedia cont…Beyond Talk: Creating Autonomous Motivation through Self-Determination Theory (2009)Beyond Talk: Creating Autonom…GameFlow (2005)GameFlowPotter's Wheel: An Interactive Data Cleaning System (2001)Potter's Wheel: An Interactiv…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)A systematic literature review of empirical evidence on computer games and serious games (2012)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Gamification of Learning: a Meta-analysis (2019)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Bias in meta-analysis detected by a simple, graphical test (1997)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Using thematic analysis in psychology (2006)Gamification in Science Education. A Systematic Review of the Literature (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Do AI chatbots improve students learning outcomes? Evidence from a meta‐analysis (2023)The division of labor in society (1935)The Psychology of Interpersonal Relations. (1958)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)The theory of planned behaviour: Reactions and reflections (2011)Mind-sets matter: A meta-analytic review of implicit theories and self-regulation. (2012)Expressive Partisanship: Campaign Involvement, Political Emotion, and Partisan Identity (2015)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Self‐Regulation and the Problem of Human Autonomy: Does Psychology Need Choice, Self‐Determination, and Will? (2006)How Technology Is Changing Work and Organizations (2016)Understanding and Promoting Effective Engagement With Digital Behavior Change Interventions (2016)Automated Discovery of Process Models from Event Logs: Review and Benchmark (2018)Outcome-Oriented Predictive Process Monitoring (2019)Examining the interplay between big data analytics and contextual factors in driving process innovation capabilities (2020)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)Gamification: a systematic review of design frameworks (2017)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification of e-learning in higher education: a systematic literature review (2023)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness11,928 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 2012Self-Determination Theory3,339 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,602 cited
  • 2005GameFlow2,365 cited
  • 2016Process Mining2,166 cited
  • 2012Handbook of theories of social psychology1,924 cited
  • 2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts993 cited
  • 2015Actionable Gamification: Beyond Points, Badges, and Leaderboards779 cited
  • 2001Potter's Wheel: An Interactive Data Cleaning System510 cited
  • 2009Beyond Talk: Creating Autonomous Motivation through Self-Determination Theory382 cited
  • 2017Knowledge sharing motivations in online health communities: A comparative study of health professionals and normal users360 cited
  • 2020The effect of challenge-based gamification on learning: An experiment in the context of statistics education331 cited
  • 2010Motivations of Wikipedia content contributors

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

265 cited
  • 2016Event log imperfection patterns for process mining: Towards a systematic approach to cleaning event logs261 cited
  • Cited by

    No citing works inside the corpus for this window.